By default, lightmass always flatten normal maps a bit. You can work around this by reducing the diffuse boost factor on lightmass settings. Default is 5.00 i think, I'm using something around 2.00 and my normal maps are more noticeable now. It's just a matter of tweaking those values until you are satisfied with the…
Hi! Firstly I'd like to make excuses that it is a model of boring props. And I'm sorry for my english too, cause it isn't my first language and as far as I know I'm not good in it. :icon15: So it's my first experience in game low-poly and I'd like to know what's wrong with it. Of cource if it is any problems with the…
Im getting an ongoing problem to do with having an alpha on my model in maya - its a simple .png file where the empty background represents what should be 100% see through and the diffuse what should be 100% solid, yet for some reason the diffuse part of the model is semi transparent so when rotated it looks dodgy. this is…
[ QUOTE ] lol... well i wouldn't say its good or bad, it certainly works well for them. but it just goes to show that there are many different ways of doing things and its not all about normal maps. [/ QUOTE ] To elaborate on what you said, I ve seen a convention on next gen shader techniques (Farcry 2)and there are two…
@gnoop Ok. I have never heard of them until now. @AlecMoody I am not saying I can't get a good match by eyeballing it. I can do that easily . I am wondering if it is possible which I speculated was not possible in my first post but I think is something we can diccuss and think about. So I made a thread about it. As for…
Here ares some variations I was taught that might help.... 1) Find reference, bring it into Max/Maya, lay image on a plane. 2) Spline out limbs and the trunk based on reference. Then loft the trunk and limbs. Duplicate the splines and edit the depth (Z axis) because they'll be initially flat. Cool thing about lofts is that…
Wow that's weird for some reason the code tags don't like $, lame. 1) It might be a bad idea to name things the same as a viewport like "front" so change that to something like FrontPlane. 2) You'll need to define the texture type in material[1] then you can pass it the name/path of your bitmap. So instead of using:…
Albedo in the Metalness/Roughness workflow does store both Diffuse color, and Reflection color. But... Metalness is a mask between the two. Where Metalness is black, Albedo acts as the dielectric Diffuse color. Where Metalness is white, Albedo acts instead as the metallic Reflection color. So, it's an optimization to…
From what I understand, what you see in the display is rendered with gamma correction at the end, but the data you're using there should be linear. When you go to use your normal values everything should be ok, even though when you plug it into the diffuse the falloff seems off. When you set up shaders in UDK everything is…
Okay, so at the risk of sounding extremely stupid (though I'm assured there are no stupid questions), aside from being able to blend two tiling textures together much faster than creating a single diffuse map (say, for ease of use on modular building assets like walls etc.), are there any other benefits to using vertex…